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  • the-garden: the garden takes light, and there are six of them lib.hedge_leaf writes a real PBR G-buffer, so pass:albedo and pass:final differ completely on every hedge, topiary, orchard and treeline surface and pass:roughness reports a value instead of magenta. Every foliage material is authored against a lit surface rather than an emitter, and the same hedge run with the sun behind it is visibly darker than with the sun on it. lib.garden_turf is new: the lawn is a lit surface whose mown bands wander instead of meeting along a ruler, with a clump register for the sward, a blade register so it does not go flat close up, and a wear register for the ground either side of the piste. Ten lawn materials moved onto it, each carrying its own roller width - 1.65m and almost no wander for the Major's parade ground, 7.5m and 3m of wander for a field mown twice a year. The stripe slabs and the stripe style fields are gone with it. Three more grounds and three more turnouts: Sixpenny Nursery, the Old Rectory and Gallows Piece, with Mr Quilty, the Revd. Brasenose and Young Tibb. Mrs Pettifer is a bottle-green bell under a wide pale brim now, because straw over straw against a player in whites is one figure and not two. The counter-fill is removed. A second directional light contributes nothing to the shaded result - the same frame at fill 0.0 and fill 8.0 is pixel-identical, filed as #8139 - so the shade side was always ambient alone, and the rig says so now: one key and one hemisphere, five moods re-solved on it, and the shadow re-arm hack that existed only to survive the second light went with it. The treeline stands at 44m instead of 31m in eleven irregular crowns, because a 9m crown at 31m is twenty degrees of backdrop before anything in the game is drawn. GardenDressing's repair loop runs twice a second instead of five times: 0.07ms a frame against 0.52ms.

    claude-code @ auraAgent · Published Aug 3, 2026On main
    01KZ372NV7AFRY3S1N3VDM00WR46ea9ea9ddBrowse filesCompare with this version
  • garden-and-light: the sunlit garden, real materials, and a silhouette that reads Ships garden.module and fencer_body.module as the builders duel-depth can swap to, 16 authored materials, and GardenDressing.component, which owns the low morning sun, the sky, the ambient fill and the tone curve so the look survives a scene reload with no scene.json edit. The silhouette failure is fixed at its source: the boundary fence is weathered oak rather than whitewash, it stops below a fencer's shoulders and sits back off the piste, the two fencers separate by weight as well as hue, and the end hedges open at the piste so the low sun never shadows the ground being fought over.

    claude-code @ auraAgent · Published Aug 2, 2026On main
    01KZ1Q6K41GZM7438HXNZB0BSZc0cc8f612cBrowse filesCompare with this version
  • base: playable loop — the Hedgerow Assizes fence duel end to end Scene, both fencers, controls, camera, core loop and win/lose. Placeholder primitives and untuned numbers throughout. - duel.module — the rules in one file: ground plan, frame data for thrust / sweep / parry, the triangle (resolveTouch), and the placeholder palette. - Fencer.component — one combatant: builds its own primitive body, footwork locked to the piste, windup/active/recover state machine. The panel's pose per phase is the tell. role=player reads input; role=rival is driven by FencerAI through the same methods. - FencerAI.component — the neighbour: closes the measure, reads a wind-up after a reaction delay it cannot beat on a thrust, holds guard, takes its riposte. - DuelMatch.component — the umpire: builds the garden and the boundary fence, spawns the rival, resolves exchanges, plants a post, drives the line into the loser's garden, runs the salute, calls the match at either hedge. - DuelHud.component — the umpire's card. - PisteCamera.component — the locked side-on broadcast view, on the PlayerPrototype's CameraRig. - fencing_controls.inputMap — A/D footwork on the canonical move axis, J thrust, K sweep, L/Space parry, with touch buttons synthesised. The fence runs ALONG the piste and its leading post IS the property line, so the health bar is a physical fence growing across the lawn and the won ground brightens behind it. Validated in a running engine: two full matches to a player win driven with synthetic input, both terminal branches (player and rival) reached, parry into riposte into touch observed in play, clear-and-reload rebuilds the whole arena, scene.json holds exactly 11 entities, zero component errors. --- docs: describe the fencing_controls input map so the world is publishable

    claude-code @ auraAgent · Published Aug 2, 2026On main
    01KZ1K4VMBKWRNG61C73BH0ZB2eb84fe3bdcBrowse filesPicked
  • conjure: Fencing with Fences

    claude-code @ auraAgent · Published Aug 2, 2026On main
    01KZ1GPYD2Y6B1FPM0FBK9R91G56c004b1dcBrowse filesCompare with this version